1 // Created on: 2013-08-27
2 // Created by: Denis BOGOLEPOV
3 // Copyright (c) 2013 OPEN CASCADE SAS
5 // This file is part of Open CASCADE Technology software library.
7 // This library is free software; you can redistribute it and/or modify it under
8 // the terms of the GNU Lesser General Public License version 2.1 as published
9 // by the Free Software Foundation, with special exception defined in the file
10 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11 // distribution for complete text of the license and disclaimer of any warranty.
13 // Alternatively, this file may be used under the terms of Open CASCADE
14 // commercial license or contractual agreement.
16 #include <OpenGl_Workspace.hxx>
18 #include <NCollection_Mat4.hxx>
19 #include <OpenGl_ArbFBO.hxx>
20 #include <OpenGl_FrameBuffer.hxx>
21 #include <OpenGl_PrimitiveArray.hxx>
22 #include <OpenGl_Texture.hxx>
23 #include <OpenGl_VertexBuffer.hxx>
24 #include <OpenGl_View.hxx>
25 #include <OSD_File.hxx>
26 #include <OSD_Protection.hxx>
27 #include <Standard_Assert.hxx>
29 using namespace OpenGl_Raytrace;
31 //! Use this macro to output ray-tracing debug info
32 // #define RAY_TRACE_PRINT_INFO
34 #ifdef RAY_TRACE_PRINT_INFO
35 #include <OSD_Timer.hxx>
38 // =======================================================================
39 // function : MatVecMult
40 // purpose : Multiples 4x4 matrix by 4D vector
41 // =======================================================================
43 BVH_Vec4f MatVecMult (const T m[16], const BVH_Vec4f& v)
46 static_cast<float> (m[ 0] * v.x() + m[ 4] * v.y() +
47 m[ 8] * v.z() + m[12] * v.w()),
48 static_cast<float> (m[ 1] * v.x() + m[ 5] * v.y() +
49 m[ 9] * v.z() + m[13] * v.w()),
50 static_cast<float> (m[ 2] * v.x() + m[ 6] * v.y() +
51 m[10] * v.z() + m[14] * v.w()),
52 static_cast<float> (m[ 3] * v.x() + m[ 7] * v.y() +
53 m[11] * v.z() + m[15] * v.w()));
56 // =======================================================================
57 // function : UpdateRaytraceGeometry
58 // purpose : Updates 3D scene geometry for ray tracing
59 // =======================================================================
60 Standard_Boolean OpenGl_Workspace::UpdateRaytraceGeometry (GeomUpdateMode theMode)
63 return Standard_False;
65 // Note: In 'check' mode (OpenGl_GUM_CHECK) the scene geometry is analyzed for modifications
66 // This is light-weight procedure performed for each frame
68 if (theMode == OpenGl_GUM_CHECK)
70 if (myLayersModificationStatus != myView->LayerList().ModificationState())
72 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
75 else if (theMode == OpenGl_GUM_PREPARE)
77 myRaytraceGeometry.ClearMaterials();
78 myArrayToTrianglesMap.clear();
80 myIsRaytraceDataValid = Standard_False;
83 // The set of processed structures (reflected to ray-tracing)
84 // This set is used to remove out-of-date records from the
85 // hash map of structures
86 std::set<const OpenGl_Structure*> anElements;
88 // Set of all currently visible and "raytracable" primitive arrays.
89 std::set<Standard_Size> anArrayIDs;
91 const OpenGl_LayerList& aList = myView->LayerList();
93 for (OpenGl_SequenceOfLayers::Iterator anLayerIt (aList.Layers()); anLayerIt.More(); anLayerIt.Next())
95 const OpenGl_PriorityList& aPriorityList = anLayerIt.Value().PriorityList();
97 if (aPriorityList.NbStructures() == 0)
100 const OpenGl_ArrayOfStructure& aStructArray = aPriorityList.ArrayOfStructures();
102 for (Standard_Integer anIndex = 0; anIndex < aStructArray.Length(); ++anIndex)
104 OpenGl_SequenceOfStructure::Iterator aStructIt;
106 for (aStructIt.Init (aStructArray (anIndex)); aStructIt.More(); aStructIt.Next())
108 const OpenGl_Structure* aStructure = aStructIt.Value();
110 if (theMode == OpenGl_GUM_CHECK)
112 if (CheckRaytraceStructure (aStructure))
114 return UpdateRaytraceGeometry (OpenGl_GUM_PREPARE);
117 else if (theMode == OpenGl_GUM_PREPARE)
119 if (!aStructure->IsRaytracable()
120 || !aStructure->IsVisible())
123 for (OpenGl_Structure::GroupIterator aGroupIter (aStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
125 // OpenGL elements from group (extract primitives arrays)
126 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
128 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
130 if (aPrimArray != NULL)
132 // Collect all primitive arrays in scene.
133 anArrayIDs.insert (aPrimArray->GetUID());
138 else if (theMode == OpenGl_GUM_UPDATE)
140 if (!aStructure->IsRaytracable())
143 AddRaytraceStructure (aStructure, anElements);
149 if (theMode == OpenGl_GUM_PREPARE)
151 BVH_ObjectSet<Standard_ShortReal, 4>::BVH_ObjectList anUnchangedObjects;
153 // Leave only unchanged objects in myRaytraceGeometry so only their transforms and materials will be updated
154 // Objects which not in myArrayToTrianglesMap will be built from scratch.
155 for (Standard_Integer anObjectIdx = 0; anObjectIdx < myRaytraceGeometry.Objects().Size(); ++anObjectIdx)
157 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
158 myRaytraceGeometry.Objects().ChangeValue (anObjectIdx).operator->());
160 // If primitive array of object not in "anArrays" set then it was hided or deleted.
161 // If primitive array present in "anArrays" set but we don't have associated object yet, then
162 // the object is new and still has to be built.
163 if ((aTriangleSet != NULL) && ((anArrayIDs.find (aTriangleSet->AssociatedPArrayID())) != anArrayIDs.end()))
165 anUnchangedObjects.Append (myRaytraceGeometry.Objects().Value (anObjectIdx));
167 myArrayToTrianglesMap[aTriangleSet->AssociatedPArrayID()] = aTriangleSet;
171 myRaytraceGeometry.Objects() = anUnchangedObjects;
173 return UpdateRaytraceGeometry (OpenGl_GUM_UPDATE);
176 if (theMode == OpenGl_GUM_UPDATE)
178 // Actualize the hash map of structures -- remove out-of-date records
179 std::map<const OpenGl_Structure*, Standard_Size>::iterator anIter = myStructureStates.begin();
181 while (anIter != myStructureStates.end())
183 if (anElements.find (anIter->first) == anElements.end())
185 myStructureStates.erase (anIter++);
193 // Actualize OpenGL layer list state
194 myLayersModificationStatus = myView->LayerList().ModificationState();
196 // Rebuild bottom-level and high-level BVHs
197 myRaytraceGeometry.ProcessAcceleration();
199 const Standard_ShortReal aMinRadius = Max (fabs (myRaytraceGeometry.Box().CornerMin().x()), Max (
200 fabs (myRaytraceGeometry.Box().CornerMin().y()), fabs (myRaytraceGeometry.Box().CornerMin().z())));
201 const Standard_ShortReal aMaxRadius = Max (fabs (myRaytraceGeometry.Box().CornerMax().x()), Max (
202 fabs (myRaytraceGeometry.Box().CornerMax().y()), fabs (myRaytraceGeometry.Box().CornerMax().z())));
204 myRaytraceSceneRadius = 2.f /* scale factor */ * Max (aMinRadius, aMaxRadius);
206 const BVH_Vec4f aSize = myRaytraceGeometry.Box().Size();
208 myRaytraceSceneEpsilon = Max (1e-6f, 1e-4f * sqrtf (
209 aSize.x() * aSize.x() + aSize.y() * aSize.y() + aSize.z() * aSize.z()));
211 return UploadRaytraceData();
214 return Standard_True;
217 // =======================================================================
218 // function : CheckRaytraceStructure
219 // purpose : Checks to see if the structure is modified
220 // =======================================================================
221 Standard_Boolean OpenGl_Workspace::CheckRaytraceStructure (const OpenGl_Structure* theStructure)
223 if (!theStructure->IsRaytracable())
225 // Checks to see if all ray-tracable elements were
226 // removed from the structure
227 if (theStructure->ModificationState() > 0)
229 theStructure->ResetModificationState();
230 return Standard_True;
233 return Standard_False;
236 std::map<const OpenGl_Structure*, Standard_Size>::iterator aStructState = myStructureStates.find (theStructure);
238 if (aStructState != myStructureStates.end())
239 return aStructState->second != theStructure->ModificationState();
241 return Standard_True;
244 // =======================================================================
245 // function : CreateMaterial
246 // purpose : Creates ray-tracing material properties
247 // =======================================================================
248 void CreateMaterial (const OPENGL_SURF_PROP& theProp, OpenGl_RaytraceMaterial& theMaterial)
250 const float* aSrcAmb = theProp.isphysic ? theProp.ambcol.rgb : theProp.matcol.rgb;
251 theMaterial.Ambient = BVH_Vec4f (aSrcAmb[0] * theProp.amb,
252 aSrcAmb[1] * theProp.amb,
253 aSrcAmb[2] * theProp.amb,
256 const float* aSrcDif = theProp.isphysic ? theProp.difcol.rgb : theProp.matcol.rgb;
257 theMaterial.Diffuse = BVH_Vec4f (aSrcDif[0] * theProp.diff,
258 aSrcDif[1] * theProp.diff,
259 aSrcDif[2] * theProp.diff,
262 const float aDefSpecCol[4] = {1.0f, 1.0f, 1.0f, 1.0f};
263 const float* aSrcSpe = theProp.isphysic ? theProp.speccol.rgb : aDefSpecCol;
264 theMaterial.Specular = BVH_Vec4f (aSrcSpe[0] * theProp.spec,
265 aSrcSpe[1] * theProp.spec,
266 aSrcSpe[2] * theProp.spec,
269 const float* aSrcEms = theProp.isphysic ? theProp.emscol.rgb : theProp.matcol.rgb;
270 theMaterial.Emission = BVH_Vec4f (aSrcEms[0] * theProp.emsv,
271 aSrcEms[1] * theProp.emsv,
272 aSrcEms[2] * theProp.emsv,
275 // Note: Here we use sub-linear transparency function
276 // to produce realistic-looking transparency effect
277 theMaterial.Transparency = BVH_Vec4f (powf (theProp.trans, 0.75f),
279 theProp.index == 0 ? 1.f : theProp.index,
280 theProp.index == 0 ? 1.f : 1.f / theProp.index);
282 const float aMaxRefl = Max (theMaterial.Diffuse.x() + theMaterial.Specular.x(),
283 Max (theMaterial.Diffuse.y() + theMaterial.Specular.y(),
284 theMaterial.Diffuse.z() + theMaterial.Specular.z()));
286 const float aReflectionScale = 0.75f / aMaxRefl;
288 theMaterial.Reflection = BVH_Vec4f (theProp.speccol.rgb[0] * theProp.spec * aReflectionScale,
289 theProp.speccol.rgb[1] * theProp.spec * aReflectionScale,
290 theProp.speccol.rgb[2] * theProp.spec * aReflectionScale,
294 // =======================================================================
295 // function : AddRaytraceStructure
296 // purpose : Adds OpenGL structure to ray-traced scene geometry
297 // =======================================================================
298 Standard_Boolean OpenGl_Workspace::AddRaytraceStructure (const OpenGl_Structure* theStructure, std::set<const OpenGl_Structure*>& theElements)
300 theElements.insert (theStructure);
302 if (!theStructure->IsVisible())
304 myStructureStates[theStructure] = theStructure->ModificationState();
305 return Standard_True;
308 // Get structure material
309 Standard_Integer aStructMatID = -1;
311 if (theStructure->AspectFace() != NULL)
313 aStructMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
315 OpenGl_RaytraceMaterial aStructMaterial;
316 CreateMaterial (theStructure->AspectFace()->IntFront(), aStructMaterial);
318 myRaytraceGeometry.Materials.push_back (aStructMaterial);
321 Standard_ShortReal aStructTransformArr[16];
322 Standard_ShortReal* aStructTransform = NULL;
323 if (theStructure->Transformation()->mat != NULL)
325 aStructTransform = aStructTransformArr;
326 for (Standard_Integer i = 0; i < 4; ++i)
328 for (Standard_Integer j = 0; j < 4; ++j)
330 aStructTransform[j * 4 + i] = theStructure->Transformation()->mat[i][j];
335 AddRaytraceGroups (theStructure, aStructMatID, aStructTransform);
337 // Process all connected OpenGL structures
338 for (OpenGl_ListOfStructure::Iterator anIts (theStructure->ConnectedStructures()); anIts.More(); anIts.Next())
340 if (anIts.Value()->IsRaytracable())
341 AddRaytraceGroups (anIts.Value(), aStructMatID, aStructTransform);
344 myStructureStates[theStructure] = theStructure->ModificationState();
345 return Standard_True;
348 // =======================================================================
349 // function : AddRaytraceGroups
350 // purpose : Adds OpenGL groups to ray-traced scene geometry
351 // =======================================================================
352 Standard_Boolean OpenGl_Workspace::AddRaytraceGroups (const OpenGl_Structure* theStructure,
353 const Standard_Integer theStructMatId,
354 const Standard_ShortReal* theTransform)
356 for (OpenGl_Structure::GroupIterator aGroupIter (theStructure->DrawGroups()); aGroupIter.More(); aGroupIter.Next())
358 // Get group material
359 Standard_Integer aGroupMatID = -1;
360 if (aGroupIter.Value()->AspectFace() != NULL)
362 aGroupMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
364 OpenGl_RaytraceMaterial aGroupMaterial;
365 CreateMaterial (aGroupIter.Value()->AspectFace()->IntFront(), aGroupMaterial);
367 myRaytraceGeometry.Materials.push_back (aGroupMaterial);
370 Standard_Integer aMatID = aGroupMatID < 0 ? theStructMatId : aGroupMatID;
374 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
376 myRaytraceGeometry.Materials.push_back (OpenGl_RaytraceMaterial());
379 // Add OpenGL elements from group (extract primitives arrays and aspects)
380 for (const OpenGl_ElementNode* aNode = aGroupIter.Value()->FirstNode(); aNode != NULL; aNode = aNode->next)
382 OpenGl_AspectFace* anAspect = dynamic_cast<OpenGl_AspectFace*> (aNode->elem);
383 if (anAspect != NULL)
385 aMatID = static_cast<Standard_Integer> (myRaytraceGeometry.Materials.size());
387 OpenGl_RaytraceMaterial aMaterial;
388 CreateMaterial (anAspect->IntFront(), aMaterial);
390 myRaytraceGeometry.Materials.push_back (aMaterial);
394 OpenGl_PrimitiveArray* aPrimArray = dynamic_cast<OpenGl_PrimitiveArray*> (aNode->elem);
396 if (aPrimArray != NULL)
398 std::map<Standard_Size, OpenGl_TriangleSet*>::iterator aSetIter = myArrayToTrianglesMap.find (aPrimArray->GetUID());
400 if (aSetIter != myArrayToTrianglesMap.end())
402 OpenGl_TriangleSet* aSet = aSetIter->second;
404 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>();
406 if (theTransform != NULL)
408 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
411 aSet->SetProperties (aTransform);
413 if (aSet->MaterialIndex() != OpenGl_TriangleSet::INVALID_MATERIAL && aSet->MaterialIndex() != aMatID )
415 aSet->SetMaterialIndex (aMatID);
420 NCollection_Handle<BVH_Object<Standard_ShortReal, 4> > aSet =
421 AddRaytracePrimitiveArray (aPrimArray, aMatID, 0);
425 BVH_Transform<Standard_ShortReal, 4>* aTransform = new BVH_Transform<Standard_ShortReal, 4>;
427 if (theTransform != NULL)
429 aTransform->SetTransform (*(reinterpret_cast<const BVH_Mat4f*> (theTransform)));
432 aSet->SetProperties (aTransform);
434 myRaytraceGeometry.Objects().Append (aSet);
442 return Standard_True;
445 // =======================================================================
446 // function : AddRaytracePrimitiveArray
447 // purpose : Adds OpenGL primitive array to ray-traced scene geometry
448 // =======================================================================
449 OpenGl_TriangleSet* OpenGl_Workspace::AddRaytracePrimitiveArray (const OpenGl_PrimitiveArray* theArray,
450 Standard_Integer theMatID,
451 const Standard_ShortReal* theTransform)
453 const Handle(Graphic3d_IndexBuffer)& anIndices = theArray->Indices();
454 const Handle(Graphic3d_Buffer)& anAttribs = theArray->Attributes();
455 const Handle(Graphic3d_BoundBuffer)& aBounds = theArray->Bounds();
456 if (theArray->DrawMode() < GL_TRIANGLES
457 #if !defined(GL_ES_VERSION_2_0)
458 || theArray->DrawMode() > GL_POLYGON
460 || theArray->DrawMode() > GL_TRIANGLE_FAN
462 || anAttribs.IsNull())
467 #ifdef RAY_TRACE_PRINT_INFO
468 switch (theArray->DrawMode())
470 case GL_TRIANGLES: std::cout << "\tAdding GL_TRIANGLES\n"; break;
471 case GL_TRIANGLE_FAN: std::cout << "\tAdding GL_TRIANGLE_FAN\n"; break;
472 case GL_TRIANGLE_STRIP: std::cout << "\tAdding GL_TRIANGLE_STRIP\n"; break;
473 #if !defined(GL_ES_VERSION_2_0)
474 case GL_QUADS: std::cout << "\tAdding GL_QUADS\n"; break;
475 case GL_QUAD_STRIP: std::cout << "\tAdding GL_QUAD_STRIP\n"; break;
476 case GL_POLYGON: std::cout << "\tAdding GL_POLYGON\n"; break;
481 OpenGl_TriangleSet* aSet = new OpenGl_TriangleSet (theArray->GetUID());
483 aSet->Vertices.reserve (anAttribs->NbElements);
484 aSet->Normals .reserve (anAttribs->NbElements);
485 const size_t aVertFrom = aSet->Vertices.size();
486 for (Standard_Integer anAttribIter = 0; anAttribIter < anAttribs->NbAttributes; ++anAttribIter)
488 const Graphic3d_Attribute& anAttrib = anAttribs->Attribute (anAttribIter);
489 const size_t anOffset = anAttribs->AttributeOffset (anAttribIter);
490 if (anAttrib.Id == Graphic3d_TOA_POS)
492 if (anAttrib.DataType == Graphic3d_TOD_VEC3
493 || anAttrib.DataType == Graphic3d_TOD_VEC4)
495 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
497 const Graphic3d_Vec3& aVert = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
498 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), aVert.z(), 1.0f));
501 else if (anAttrib.DataType == Graphic3d_TOD_VEC2)
503 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
505 const Graphic3d_Vec2& aVert = *reinterpret_cast<const Graphic3d_Vec2* >(anAttribs->value (aVertIter) + anOffset);
506 aSet->Vertices.push_back (BVH_Vec4f (aVert.x(), aVert.y(), 0.0f, 1.0f));
510 else if (anAttrib.Id == Graphic3d_TOA_NORM)
512 if (anAttrib.DataType == Graphic3d_TOD_VEC3
513 || anAttrib.DataType == Graphic3d_TOD_VEC4)
515 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
517 const Graphic3d_Vec3& aNorm = *reinterpret_cast<const Graphic3d_Vec3* >(anAttribs->value (aVertIter) + anOffset);
518 aSet->Normals.push_back (BVH_Vec4f (aNorm.x(), aNorm.y(), aNorm.z(), 0.0f));
524 if (aSet->Normals.size() != aSet->Vertices.size())
526 for (Standard_Integer aVertIter = 0; aVertIter < anAttribs->NbElements; ++aVertIter)
528 aSet->Normals.push_back (BVH_Vec4f());
534 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Vertices.size(); ++aVertIter)
536 BVH_Vec4f& aVertex = aSet->Vertices[aVertIter];
537 aVertex = MatVecMult (theTransform, aVertex);
539 for (size_t aVertIter = aVertFrom; aVertIter < aSet->Normals.size(); ++aVertIter)
541 BVH_Vec4f& aNorm = aSet->Normals[aVertIter];
542 aNorm = MatVecMult (theTransform, aNorm);
546 if (!aBounds.IsNull())
548 #ifdef RAY_TRACE_PRINT_INFO
549 std::cout << "\tNumber of bounds = " << aBounds->NbBounds << std::endl;
552 Standard_Integer aBoundStart = 0;
553 for (Standard_Integer aBound = 0; aBound < aBounds->NbBounds; ++aBound)
555 const Standard_Integer aVertNum = aBounds->Bounds[aBound];
557 #ifdef RAY_TRACE_PRINT_INFO
558 std::cout << "\tAdding indices from bound " << aBound << ": " <<
559 aBoundStart << " .. " << aVertNum << std::endl;
562 if (!AddRaytraceVertexIndices (*aSet, *theArray, aBoundStart, aVertNum, theMatID))
568 aBoundStart += aVertNum;
573 const Standard_Integer aVertNum = !anIndices.IsNull() ? anIndices->NbElements : anAttribs->NbElements;
575 #ifdef RAY_TRACE_PRINT_INFO
576 std::cout << "\tAdding indices from array: " << aVertNum << std::endl;
579 if (!AddRaytraceVertexIndices (*aSet, *theArray, 0, aVertNum, theMatID))
587 if (aSet->Size() != 0)
593 // =======================================================================
594 // function : AddRaytraceVertexIndices
595 // purpose : Adds vertex indices to ray-traced scene geometry
596 // =======================================================================
597 Standard_Boolean OpenGl_Workspace::AddRaytraceVertexIndices (OpenGl_TriangleSet& theSet,
598 const OpenGl_PrimitiveArray& theArray,
599 Standard_Integer theOffset,
600 Standard_Integer theCount,
601 Standard_Integer theMatID)
603 switch (theArray.DrawMode())
605 case GL_TRIANGLES: return AddRaytraceTriangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
606 case GL_TRIANGLE_FAN: return AddRaytraceTriangleFanArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
607 case GL_TRIANGLE_STRIP: return AddRaytraceTriangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
608 #if !defined(GL_ES_VERSION_2_0)
609 case GL_QUADS: return AddRaytraceQuadrangleArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
610 case GL_QUAD_STRIP: return AddRaytraceQuadrangleStripArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
611 case GL_POLYGON: return AddRaytracePolygonArray (theSet, theArray.Indices(), theOffset, theCount, theMatID);
614 return Standard_False;
617 // =======================================================================
618 // function : AddRaytraceTriangleArray
619 // purpose : Adds OpenGL triangle array to ray-traced scene geometry
620 // =======================================================================
621 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleArray (OpenGl_TriangleSet& theSet,
622 const Handle(Graphic3d_IndexBuffer)& theIndices,
623 Standard_Integer theOffset,
624 Standard_Integer theCount,
625 Standard_Integer theMatID)
628 return Standard_True;
630 theSet.Elements.reserve (theSet.Elements.size() + theCount / 3);
632 if (!theIndices.IsNull())
634 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
636 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
637 theIndices->Index (aVert + 1),
638 theIndices->Index (aVert + 2),
644 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; aVert += 3)
646 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
651 return Standard_True;
654 // =======================================================================
655 // function : AddRaytraceTriangleFanArray
656 // purpose : Adds OpenGL triangle fan array to ray-traced scene geometry
657 // =======================================================================
658 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleFanArray (OpenGl_TriangleSet& theSet,
659 const Handle(Graphic3d_IndexBuffer)& theIndices,
660 Standard_Integer theOffset,
661 Standard_Integer theCount,
662 Standard_Integer theMatID)
665 return Standard_True;
667 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
669 if (!theIndices.IsNull())
671 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
673 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
674 theIndices->Index (aVert + 1),
675 theIndices->Index (aVert + 2),
681 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
683 theSet.Elements.push_back (BVH_Vec4i (theOffset,
690 return Standard_True;
693 // =======================================================================
694 // function : AddRaytraceTriangleStripArray
695 // purpose : Adds OpenGL triangle strip array to ray-traced scene geometry
696 // =======================================================================
697 Standard_Boolean OpenGl_Workspace::AddRaytraceTriangleStripArray (OpenGl_TriangleSet& theSet,
698 const Handle(Graphic3d_IndexBuffer)& theIndices,
699 Standard_Integer theOffset,
700 Standard_Integer theCount,
701 Standard_Integer theMatID)
704 return Standard_True;
706 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
708 if (!theIndices.IsNull())
710 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
712 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + aCW ? 1 : 0),
713 theIndices->Index (aVert + aCW ? 0 : 1),
714 theIndices->Index (aVert + 2),
720 for (Standard_Integer aVert = theOffset, aCW = 0; aVert < theOffset + theCount - 2; ++aVert, aCW = (aCW + 1) % 2)
722 theSet.Elements.push_back (BVH_Vec4i (aVert + aCW ? 1 : 0,
729 return Standard_True;
732 // =======================================================================
733 // function : AddRaytraceQuadrangleArray
734 // purpose : Adds OpenGL quad array to ray-traced scene geometry
735 // =======================================================================
736 Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleArray (OpenGl_TriangleSet& theSet,
737 const Handle(Graphic3d_IndexBuffer)& theIndices,
738 Standard_Integer theOffset,
739 Standard_Integer theCount,
740 Standard_Integer theMatID)
743 return Standard_True;
745 theSet.Elements.reserve (theSet.Elements.size() + theCount / 2);
747 if (!theIndices.IsNull())
749 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
751 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
752 theIndices->Index (aVert + 1),
753 theIndices->Index (aVert + 2),
755 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
756 theIndices->Index (aVert + 2),
757 theIndices->Index (aVert + 3),
763 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 4)
765 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 1, aVert + 2,
767 theSet.Elements.push_back (BVH_Vec4i (aVert + 0, aVert + 2, aVert + 3,
772 return Standard_True;
775 // =======================================================================
776 // function : AddRaytraceQuadrangleStripArray
777 // purpose : Adds OpenGL quad strip array to ray-traced scene geometry
778 // =======================================================================
779 Standard_Boolean OpenGl_Workspace::AddRaytraceQuadrangleStripArray (OpenGl_TriangleSet& theSet,
780 const Handle(Graphic3d_IndexBuffer)& theIndices,
781 Standard_Integer theOffset,
782 Standard_Integer theCount,
783 Standard_Integer theMatID)
786 return Standard_True;
788 theSet.Elements.reserve (theSet.Elements.size() + 2 * theCount - 6);
790 if (!theIndices.IsNull())
792 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
794 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 0),
795 theIndices->Index (aVert + 1),
796 theIndices->Index (aVert + 2),
799 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (aVert + 1),
800 theIndices->Index (aVert + 3),
801 theIndices->Index (aVert + 2),
807 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 3; aVert += 2)
809 theSet.Elements.push_back (BVH_Vec4i (aVert + 0,
814 theSet.Elements.push_back (BVH_Vec4i (aVert + 1,
821 return Standard_True;
824 // =======================================================================
825 // function : AddRaytracePolygonArray
826 // purpose : Adds OpenGL polygon array to ray-traced scene geometry
827 // =======================================================================
828 Standard_Boolean OpenGl_Workspace::AddRaytracePolygonArray (OpenGl_TriangleSet& theSet,
829 const Handle(Graphic3d_IndexBuffer)& theIndices,
830 Standard_Integer theOffset,
831 Standard_Integer theCount,
832 Standard_Integer theMatID)
835 return Standard_True;
837 theSet.Elements.reserve (theSet.Elements.size() + theCount - 2);
839 if (!theIndices.IsNull())
841 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
843 theSet.Elements.push_back (BVH_Vec4i (theIndices->Index (theOffset),
844 theIndices->Index (aVert + 1),
845 theIndices->Index (aVert + 2),
851 for (Standard_Integer aVert = theOffset; aVert < theOffset + theCount - 2; ++aVert)
853 theSet.Elements.push_back (BVH_Vec4i (theOffset,
860 return Standard_True;
863 // =======================================================================
864 // function : UpdateRaytraceLightSources
865 // purpose : Updates 3D scene light sources for ray-tracing
866 // =======================================================================
867 Standard_Boolean OpenGl_Workspace::UpdateRaytraceLightSources (const GLdouble theInvModelView[16])
869 myRaytraceGeometry.Sources.clear();
871 myRaytraceGeometry.Ambient = BVH_Vec4f (0.0f, 0.0f, 0.0f, 0.0f);
873 for (OpenGl_ListOfLight::Iterator anItl (myView->LightList()); anItl.More(); anItl.Next())
875 const OpenGl_Light& aLight = anItl.Value();
877 if (aLight.Type == Visual3d_TOLS_AMBIENT)
879 myRaytraceGeometry.Ambient += BVH_Vec4f (aLight.Color.r(),
886 BVH_Vec4f aDiffuse (aLight.Color.r(),
891 BVH_Vec4f aPosition (-aLight.Direction.x(),
892 -aLight.Direction.y(),
893 -aLight.Direction.z(),
896 if (aLight.Type != Visual3d_TOLS_DIRECTIONAL)
898 aPosition = BVH_Vec4f (aLight.Position.x(),
904 if (aLight.IsHeadlight)
905 aPosition = MatVecMult (theInvModelView, aPosition);
908 myRaytraceGeometry.Sources.push_back (OpenGl_RaytraceLight (aDiffuse, aPosition));
911 if (myRaytraceLightSrcTexture.IsNull()) // create light source buffer
913 myRaytraceLightSrcTexture = new OpenGl_TextureBufferArb;
915 if (!myRaytraceLightSrcTexture->Create (myGlContext))
917 #ifdef RAY_TRACE_PRINT_INFO
918 std::cout << "Error: Failed to create light source buffer" << std::endl;
920 return Standard_False;
924 if (myRaytraceGeometry.Sources.size() != 0)
926 const GLfloat* aDataPtr = myRaytraceGeometry.Sources.front().Packed();
927 if (!myRaytraceLightSrcTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Sources.size() * 2), aDataPtr))
929 #ifdef RAY_TRACE_PRINT_INFO
930 std::cout << "Error: Failed to upload light source buffer" << std::endl;
932 return Standard_False;
936 return Standard_True;
939 // =======================================================================
940 // function : UpdateRaytraceEnvironmentMap
941 // purpose : Updates environment map for ray-tracing
942 // =======================================================================
943 Standard_Boolean OpenGl_Workspace::UpdateRaytraceEnvironmentMap()
946 return Standard_False;
948 if (myViewModificationStatus == myView->ModificationState())
949 return Standard_True;
951 for (Standard_Integer anIdx = 0; anIdx < 2; ++anIdx)
953 const Handle(OpenGl_ShaderProgram)& aProgram =
954 anIdx == 0 ? myRaytraceProgram : myPostFSAAProgram;
956 if (!aProgram.IsNull())
958 myGlContext->BindProgram (aProgram);
960 if (!myView->TextureEnv().IsNull() && myView->SurfaceDetail() != Visual3d_TOD_NONE)
962 myView->TextureEnv()->Bind (
963 myGlContext, GL_TEXTURE0 + OpenGl_RT_EnvironmentMapTexture);
965 aProgram->SetUniform (myGlContext,
966 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 1);
970 aProgram->SetUniform (myGlContext,
971 myUniformLocations[anIdx][OpenGl_RT_uEnvironmentEnable], 0);
976 myGlContext->BindProgram (NULL);
977 myViewModificationStatus = myView->ModificationState();
978 return Standard_True;
981 // =======================================================================
983 // purpose : Returns shader source combined with prefix
984 // =======================================================================
985 TCollection_AsciiString OpenGl_Workspace::ShaderSource::Source() const
987 static const TCollection_AsciiString aVersion = "#version 140";
989 if (myPrefix.IsEmpty())
991 return aVersion + "\n" + mySource;
994 return aVersion + "\n" + myPrefix + "\n" + mySource;
997 // =======================================================================
999 // purpose : Loads shader source from specified files
1000 // =======================================================================
1001 void OpenGl_Workspace::ShaderSource::Load (
1002 const TCollection_AsciiString* theFileNames, const Standard_Integer theCount)
1006 for (Standard_Integer anIndex = 0; anIndex < theCount; ++anIndex)
1008 OSD_File aFile (theFileNames[anIndex]);
1010 Standard_ASSERT_RETURN (aFile.Exists(),
1011 "Error: Failed to find shader source file", /* none */);
1013 aFile.Open (OSD_ReadOnly, OSD_Protection());
1015 TCollection_AsciiString aSource;
1017 Standard_ASSERT_RETURN (aFile.IsOpen(),
1018 "Error: Failed to open shader source file", /* none */);
1020 aFile.Read (aSource, (Standard_Integer) aFile.Size());
1022 if (!aSource.IsEmpty())
1024 mySource += TCollection_AsciiString ("\n") + aSource;
1031 // =======================================================================
1032 // function : LoadShader
1033 // purpose : Creates new shader object with specified source
1034 // =======================================================================
1035 Handle(OpenGl_ShaderObject) OpenGl_Workspace::LoadShader (const ShaderSource& theSource, GLenum theType)
1037 Handle(OpenGl_ShaderObject) aShader = new OpenGl_ShaderObject (theType);
1039 if (!aShader->Create (myGlContext))
1041 const TCollection_ExtendedString aMessage = "Error: Failed to create shader object";
1043 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1044 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1046 aShader->Release (myGlContext.operator->());
1048 return Handle(OpenGl_ShaderObject)();
1051 if (!aShader->LoadSource (myGlContext, theSource.Source()))
1053 const TCollection_ExtendedString aMessage = "Error: Failed to set shader source";
1055 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1056 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1058 aShader->Release (myGlContext.operator->());
1060 return Handle(OpenGl_ShaderObject)();
1063 TCollection_AsciiString aBuildLog;
1065 if (!aShader->Compile (myGlContext))
1067 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1069 const TCollection_ExtendedString aMessage =
1070 TCollection_ExtendedString ("Error: Failed to compile shader object:\n") + aBuildLog;
1072 #ifdef RAY_TRACE_PRINT_INFO
1073 std::cout << aBuildLog << std::endl;
1076 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1077 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1080 aShader->Release (myGlContext.operator->());
1082 return Handle(OpenGl_ShaderObject)();
1085 #ifdef RAY_TRACE_PRINT_INFO
1086 if (aShader->FetchInfoLog (myGlContext, aBuildLog))
1088 if (!aBuildLog.IsEmpty())
1090 std::cout << aBuildLog << std::endl;
1094 std::cout << "Info: shader build log is empty" << std::endl;
1102 // =======================================================================
1103 // function : SafeFailBack
1104 // purpose : Performs safe exit when shaders initialization fails
1105 // =======================================================================
1106 Standard_Boolean OpenGl_Workspace::SafeFailBack (const TCollection_ExtendedString& theMessage)
1108 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1109 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, theMessage);
1111 myComputeInitStatus = OpenGl_RT_FAIL;
1113 ReleaseRaytraceResources();
1115 return Standard_False;
1118 // =======================================================================
1119 // function : InitRaytraceResources
1120 // purpose : Initializes OpenGL/GLSL shader programs
1121 // =======================================================================
1122 Standard_Boolean OpenGl_Workspace::InitRaytraceResources (const Graphic3d_CView& theCView)
1124 Standard_Boolean aToRebuildShaders = Standard_False;
1126 if (myComputeInitStatus == OpenGl_RT_INIT)
1128 if (!myIsRaytraceDataValid)
1129 return Standard_True;
1131 const Standard_Integer aRequiredStackSize =
1132 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth();
1134 if (myRaytraceParameters.StackSize < aRequiredStackSize)
1136 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1138 aToRebuildShaders = Standard_True;
1142 if (aRequiredStackSize < myRaytraceParameters.StackSize)
1144 if (myRaytraceParameters.StackSize > THE_DEFAULT_STACK_SIZE)
1146 myRaytraceParameters.StackSize = Max (aRequiredStackSize, THE_DEFAULT_STACK_SIZE);
1147 aToRebuildShaders = Standard_True;
1152 if (theCView.RenderParams.RaytracingDepth != myRaytraceParameters.TraceDepth)
1154 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1155 aToRebuildShaders = Standard_True;
1158 if (theCView.RenderParams.IsTransparentShadowEnabled != myRaytraceParameters.TransparentShadows)
1160 myRaytraceParameters.TransparentShadows = theCView.RenderParams.IsTransparentShadowEnabled;
1161 aToRebuildShaders = Standard_True;
1164 if (aToRebuildShaders)
1166 #ifdef RAY_TRACE_PRINT_INFO
1167 std::cout << "Info: Rebuild shaders with stack size: " << myRaytraceParameters.StackSize << std::endl;
1170 // Change state to force update all uniforms
1171 ++myViewModificationStatus;
1173 TCollection_AsciiString aPrefixString =
1174 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1175 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1177 if (myRaytraceParameters.TransparentShadows)
1179 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1182 #ifdef RAY_TRACE_PRINT_INFO
1183 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1186 myRaytraceShaderSource.SetPrefix (aPrefixString);
1187 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1189 if (!myRaytraceShader->LoadSource (myGlContext, myRaytraceShaderSource.Source())
1190 || !myPostFSAAShader->LoadSource (myGlContext, myPostFSAAShaderSource.Source()))
1192 return Standard_False;
1195 if (!myRaytraceShader->Compile (myGlContext)
1196 || !myPostFSAAShader->Compile (myGlContext))
1198 return Standard_False;
1201 myRaytraceProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1202 myPostFSAAProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1203 if (!myRaytraceProgram->Link (myGlContext)
1204 || !myPostFSAAProgram->Link (myGlContext))
1206 return Standard_False;
1211 if (myComputeInitStatus == OpenGl_RT_NONE)
1213 if (!myGlContext->IsGlGreaterEqual (3, 1))
1215 const TCollection_ExtendedString aMessage = "Ray-tracing requires OpenGL 3.1 and higher";
1217 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1218 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1220 return Standard_False;
1223 myRaytraceParameters.TraceDepth = theCView.RenderParams.RaytracingDepth;
1225 TCollection_AsciiString aFolder = Graphic3d_ShaderProgram::ShadersFolder();
1227 if (aFolder.IsEmpty())
1229 const TCollection_ExtendedString aMessage = "Failed to locate shaders directory";
1231 myGlContext->PushMessage (GL_DEBUG_SOURCE_APPLICATION_ARB,
1232 GL_DEBUG_TYPE_ERROR_ARB, 0, GL_DEBUG_SEVERITY_HIGH_ARB, aMessage);
1234 return Standard_False;
1237 if (myIsRaytraceDataValid)
1239 myRaytraceParameters.StackSize = Max (THE_DEFAULT_STACK_SIZE,
1240 myRaytraceGeometry.HighLevelTreeDepth() + myRaytraceGeometry.BottomLevelTreeDepth());
1243 TCollection_AsciiString aPrefixString =
1244 TCollection_AsciiString ("#define STACK_SIZE ") + TCollection_AsciiString (myRaytraceParameters.StackSize) + "\n" +
1245 TCollection_AsciiString ("#define TRACE_DEPTH ") + TCollection_AsciiString (myRaytraceParameters.TraceDepth);
1247 if (myRaytraceParameters.TransparentShadows)
1249 aPrefixString += TCollection_AsciiString ("\n#define TRANSPARENT_SHADOWS");
1252 #ifdef RAY_TRACE_PRINT_INFO
1253 std::cout << "GLSL prefix string:" << std::endl << aPrefixString << std::endl;
1257 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1258 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
1260 if (aBasicVertShader.IsNull())
1262 return SafeFailBack ("Failed to set vertex shader source");
1265 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceRender.fs" };
1267 myRaytraceShaderSource.Load (aFiles, 2);
1269 myRaytraceShaderSource.SetPrefix (aPrefixString);
1271 myRaytraceShader = LoadShader (myRaytraceShaderSource, GL_FRAGMENT_SHADER);
1273 if (myRaytraceShader.IsNull())
1275 aBasicVertShader->Release (myGlContext.operator->());
1277 return SafeFailBack ("Failed to set ray-trace fragment shader source");
1280 myRaytraceProgram = new OpenGl_ShaderProgram;
1282 if (!myRaytraceProgram->Create (myGlContext))
1284 aBasicVertShader->Release (myGlContext.operator->());
1286 return SafeFailBack ("Failed to create ray-trace shader program");
1289 if (!myRaytraceProgram->AttachShader (myGlContext, aBasicVertShader)
1290 || !myRaytraceProgram->AttachShader (myGlContext, myRaytraceShader))
1292 aBasicVertShader->Release (myGlContext.operator->());
1294 return SafeFailBack ("Failed to attach ray-trace shader objects");
1297 myRaytraceProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1298 if (!myRaytraceProgram->Link (myGlContext))
1300 TCollection_AsciiString aLinkLog;
1302 if (myRaytraceProgram->FetchInfoLog (myGlContext, aLinkLog))
1304 #ifdef RAY_TRACE_PRINT_INFO
1305 std::cout << aLinkLog << std::endl;
1309 return SafeFailBack ("Failed to link ray-trace shader program");
1314 Handle(OpenGl_ShaderObject) aBasicVertShader = LoadShader (
1315 ShaderSource (aFolder + "/RaytraceBase.vs"), GL_VERTEX_SHADER);
1317 if (aBasicVertShader.IsNull())
1319 return SafeFailBack ("Failed to set vertex shader source");
1322 TCollection_AsciiString aFiles[] = { aFolder + "/RaytraceBase.fs", aFolder + "/RaytraceSmooth.fs" };
1324 myPostFSAAShaderSource.Load (aFiles, 2);
1326 myPostFSAAShaderSource.SetPrefix (aPrefixString);
1328 myPostFSAAShader = LoadShader (myPostFSAAShaderSource, GL_FRAGMENT_SHADER);
1330 if (myPostFSAAShader.IsNull())
1332 aBasicVertShader->Release (myGlContext.operator->());
1334 return SafeFailBack ("Failed to set FSAA fragment shader source");
1337 myPostFSAAProgram = new OpenGl_ShaderProgram;
1339 if (!myPostFSAAProgram->Create (myGlContext))
1341 aBasicVertShader->Release (myGlContext.operator->());
1343 return SafeFailBack ("Failed to create FSAA shader program");
1346 if (!myPostFSAAProgram->AttachShader (myGlContext, aBasicVertShader)
1347 || !myPostFSAAProgram->AttachShader (myGlContext, myPostFSAAShader))
1349 aBasicVertShader->Release (myGlContext.operator->());
1351 return SafeFailBack ("Failed to attach FSAA shader objects");
1354 myPostFSAAProgram->SetAttributeName (myGlContext, Graphic3d_TOA_POS, "occVertex");
1355 if (!myPostFSAAProgram->Link (myGlContext))
1357 TCollection_AsciiString aLinkLog;
1359 if (myPostFSAAProgram->FetchInfoLog (myGlContext, aLinkLog))
1361 #ifdef RAY_TRACE_PRINT_INFO
1362 std::cout << aLinkLog << std::endl;
1366 return SafeFailBack ("Failed to link FSAA shader program");
1371 if (myComputeInitStatus == OpenGl_RT_NONE || aToRebuildShaders)
1373 for (Standard_Integer anIndex = 0; anIndex < 2; ++anIndex)
1375 Handle(OpenGl_ShaderProgram)& aShaderProgram =
1376 (anIndex == 0) ? myRaytraceProgram : myPostFSAAProgram;
1378 myGlContext->BindProgram (aShaderProgram);
1380 aShaderProgram->SetSampler (myGlContext,
1381 "uSceneMinPointTexture", OpenGl_RT_SceneMinPointTexture);
1382 aShaderProgram->SetSampler (myGlContext,
1383 "uSceneMaxPointTexture", OpenGl_RT_SceneMaxPointTexture);
1384 aShaderProgram->SetSampler (myGlContext,
1385 "uSceneNodeInfoTexture", OpenGl_RT_SceneNodeInfoTexture);
1386 aShaderProgram->SetSampler (myGlContext,
1387 "uObjectMinPointTexture", OpenGl_RT_ObjectMinPointTexture);
1388 aShaderProgram->SetSampler (myGlContext,
1389 "uObjectMaxPointTexture", OpenGl_RT_ObjectMaxPointTexture);
1390 aShaderProgram->SetSampler (myGlContext,
1391 "uObjectNodeInfoTexture", OpenGl_RT_ObjectNodeInfoTexture);
1392 aShaderProgram->SetSampler (myGlContext,
1393 "uGeometryVertexTexture", OpenGl_RT_GeometryVertexTexture);
1394 aShaderProgram->SetSampler (myGlContext,
1395 "uGeometryNormalTexture", OpenGl_RT_GeometryNormalTexture);
1396 aShaderProgram->SetSampler (myGlContext,
1397 "uGeometryTriangTexture", OpenGl_RT_GeometryTriangTexture);
1398 aShaderProgram->SetSampler (myGlContext,
1399 "uRaytraceMaterialTexture", OpenGl_RT_RaytraceMaterialTexture);
1400 aShaderProgram->SetSampler (myGlContext,
1401 "uRaytraceLightSrcTexture", OpenGl_RT_RaytraceLightSrcTexture);
1402 aShaderProgram->SetSampler (myGlContext,
1403 "uSceneTransformTexture", OpenGl_RT_SceneTransformTexture);
1404 aShaderProgram->SetSampler (myGlContext,
1405 "uEnvironmentMapTexture", OpenGl_RT_EnvironmentMapTexture);
1407 aShaderProgram->SetSampler (myGlContext,
1408 "uOpenGlColorTexture", OpenGl_RT_OpenGlColorTexture);
1409 aShaderProgram->SetSampler (myGlContext,
1410 "uOpenGlDepthTexture", OpenGl_RT_OpenGlDepthTexture);
1414 aShaderProgram->SetSampler (myGlContext,
1415 "uFSAAInputTexture", OpenGl_RT_FSAAInputTexture);
1418 myUniformLocations[anIndex][OpenGl_RT_aPosition] =
1419 aShaderProgram->GetAttributeLocation (myGlContext, "occVertex");
1421 myUniformLocations[anIndex][OpenGl_RT_uOriginLB] =
1422 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLB");
1423 myUniformLocations[anIndex][OpenGl_RT_uOriginRB] =
1424 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRB");
1425 myUniformLocations[anIndex][OpenGl_RT_uOriginLT] =
1426 aShaderProgram->GetUniformLocation (myGlContext, "uOriginLT");
1427 myUniformLocations[anIndex][OpenGl_RT_uOriginRT] =
1428 aShaderProgram->GetUniformLocation (myGlContext, "uOriginRT");
1429 myUniformLocations[anIndex][OpenGl_RT_uDirectLB] =
1430 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLB");
1431 myUniformLocations[anIndex][OpenGl_RT_uDirectRB] =
1432 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRB");
1433 myUniformLocations[anIndex][OpenGl_RT_uDirectLT] =
1434 aShaderProgram->GetUniformLocation (myGlContext, "uDirectLT");
1435 myUniformLocations[anIndex][OpenGl_RT_uDirectRT] =
1436 aShaderProgram->GetUniformLocation (myGlContext, "uDirectRT");
1437 myUniformLocations[anIndex][OpenGl_RT_uInvModelProj] =
1438 aShaderProgram->GetUniformLocation (myGlContext, "uInvModelProj");
1440 myUniformLocations[anIndex][OpenGl_RT_uLightCount] =
1441 aShaderProgram->GetUniformLocation (myGlContext, "uLightCount");
1442 myUniformLocations[anIndex][OpenGl_RT_uLightAmbnt] =
1443 aShaderProgram->GetUniformLocation (myGlContext, "uGlobalAmbient");
1445 myUniformLocations[anIndex][OpenGl_RT_uSceneRad] =
1446 aShaderProgram->GetUniformLocation (myGlContext, "uSceneRadius");
1447 myUniformLocations[anIndex][OpenGl_RT_uSceneEps] =
1448 aShaderProgram->GetUniformLocation (myGlContext, "uSceneEpsilon");
1450 myUniformLocations[anIndex][OpenGl_RT_uShadEnabled] =
1451 aShaderProgram->GetUniformLocation (myGlContext, "uShadowsEnable");
1452 myUniformLocations[anIndex][OpenGl_RT_uReflEnabled] =
1453 aShaderProgram->GetUniformLocation (myGlContext, "uReflectionsEnable");
1455 myUniformLocations[anIndex][OpenGl_RT_uOffsetX] =
1456 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetX");
1457 myUniformLocations[anIndex][OpenGl_RT_uOffsetY] =
1458 aShaderProgram->GetUniformLocation (myGlContext, "uOffsetY");
1459 myUniformLocations[anIndex][OpenGl_RT_uSamples] =
1460 aShaderProgram->GetUniformLocation (myGlContext, "uSamples");
1462 myUniformLocations[anIndex][OpenGl_RT_uEnvironmentEnable] =
1463 aShaderProgram->GetUniformLocation (myGlContext, "uEnvironmentEnable");
1466 myGlContext->BindProgram (NULL);
1469 if (myComputeInitStatus != OpenGl_RT_NONE)
1471 return myComputeInitStatus == OpenGl_RT_INIT;
1474 if (myRaytraceFBO1.IsNull())
1476 myRaytraceFBO1 = new OpenGl_FrameBuffer;
1479 if (myRaytraceFBO2.IsNull())
1481 myRaytraceFBO2 = new OpenGl_FrameBuffer;
1484 const GLfloat aVertices[] = { -1.f, -1.f, 0.f,
1491 myRaytraceScreenQuad.Init (myGlContext, 3, 6, aVertices);
1493 myComputeInitStatus = OpenGl_RT_INIT; // initialized in normal way
1495 return Standard_True;
1498 // =======================================================================
1499 // function : NullifyResource
1501 // =======================================================================
1502 inline void NullifyResource (const Handle(OpenGl_Context)& theContext,
1503 Handle(OpenGl_Resource)& theResource)
1505 if (!theResource.IsNull())
1507 theResource->Release (theContext.operator->());
1508 theResource.Nullify();
1512 // =======================================================================
1513 // function : ReleaseRaytraceResources
1514 // purpose : Releases OpenGL/GLSL shader programs
1515 // =======================================================================
1516 void OpenGl_Workspace::ReleaseRaytraceResources()
1518 NullifyResource (myGlContext, myOpenGlFBO);
1519 NullifyResource (myGlContext, myRaytraceFBO1);
1520 NullifyResource (myGlContext, myRaytraceFBO2);
1522 NullifyResource (myGlContext, myRaytraceShader);
1523 NullifyResource (myGlContext, myPostFSAAShader);
1525 NullifyResource (myGlContext, myRaytraceProgram);
1526 NullifyResource (myGlContext, myPostFSAAProgram);
1528 NullifyResource (myGlContext, mySceneNodeInfoTexture);
1529 NullifyResource (myGlContext, mySceneMinPointTexture);
1530 NullifyResource (myGlContext, mySceneMaxPointTexture);
1532 NullifyResource (myGlContext, myObjectNodeInfoTexture);
1533 NullifyResource (myGlContext, myObjectMinPointTexture);
1534 NullifyResource (myGlContext, myObjectMaxPointTexture);
1536 NullifyResource (myGlContext, myGeometryVertexTexture);
1537 NullifyResource (myGlContext, myGeometryNormalTexture);
1538 NullifyResource (myGlContext, myGeometryTriangTexture);
1539 NullifyResource (myGlContext, mySceneTransformTexture);
1541 NullifyResource (myGlContext, myRaytraceLightSrcTexture);
1542 NullifyResource (myGlContext, myRaytraceMaterialTexture);
1544 if (myRaytraceScreenQuad.IsValid())
1545 myRaytraceScreenQuad.Release (myGlContext.operator->());
1548 // =======================================================================
1549 // function : UploadRaytraceData
1550 // purpose : Uploads ray-trace data to the GPU
1551 // =======================================================================
1552 Standard_Boolean OpenGl_Workspace::UploadRaytraceData()
1554 if (!myGlContext->IsGlGreaterEqual (3, 1))
1556 #ifdef RAY_TRACE_PRINT_INFO
1557 std::cout << "Error: OpenGL version is less than 3.1" << std::endl;
1559 return Standard_False;
1562 /////////////////////////////////////////////////////////////////////////////
1563 // Create OpenGL texture buffers
1565 if (mySceneNodeInfoTexture.IsNull()) // create hight-level BVH buffers
1567 mySceneNodeInfoTexture = new OpenGl_TextureBufferArb;
1568 mySceneMinPointTexture = new OpenGl_TextureBufferArb;
1569 mySceneMaxPointTexture = new OpenGl_TextureBufferArb;
1570 mySceneTransformTexture = new OpenGl_TextureBufferArb;
1572 if (!mySceneNodeInfoTexture->Create (myGlContext)
1573 || !mySceneMinPointTexture->Create (myGlContext)
1574 || !mySceneMaxPointTexture->Create (myGlContext)
1575 || !mySceneTransformTexture->Create (myGlContext))
1577 #ifdef RAY_TRACE_PRINT_INFO
1578 std::cout << "Error: Failed to create buffers for high-level scene BVH" << std::endl;
1580 return Standard_False;
1584 if (myObjectNodeInfoTexture.IsNull()) // create bottom-level BVH buffers
1586 myObjectNodeInfoTexture = new OpenGl_TextureBufferArb;
1587 myObjectMinPointTexture = new OpenGl_TextureBufferArb;
1588 myObjectMaxPointTexture = new OpenGl_TextureBufferArb;
1590 if (!myObjectNodeInfoTexture->Create (myGlContext)
1591 || !myObjectMinPointTexture->Create (myGlContext)
1592 || !myObjectMaxPointTexture->Create (myGlContext))
1594 #ifdef RAY_TRACE_PRINT_INFO
1595 std::cout << "Error: Failed to create buffers for bottom-level scene BVH" << std::endl;
1597 return Standard_False;
1601 if (myGeometryVertexTexture.IsNull()) // create geometry buffers
1603 myGeometryVertexTexture = new OpenGl_TextureBufferArb;
1604 myGeometryNormalTexture = new OpenGl_TextureBufferArb;
1605 myGeometryTriangTexture = new OpenGl_TextureBufferArb;
1607 if (!myGeometryVertexTexture->Create (myGlContext)
1608 || !myGeometryNormalTexture->Create (myGlContext)
1609 || !myGeometryTriangTexture->Create (myGlContext))
1611 #ifdef RAY_TRACE_PRINT_INFO
1612 std::cout << "Error: Failed to create buffers for triangulation data" << std::endl;
1614 return Standard_False;
1618 if (myRaytraceMaterialTexture.IsNull()) // create material buffer
1620 myRaytraceMaterialTexture = new OpenGl_TextureBufferArb;
1622 if (!myRaytraceMaterialTexture->Create (myGlContext))
1624 #ifdef RAY_TRACE_PRINT_INFO
1625 std::cout << "Error: Failed to create buffers for material data" << std::endl;
1627 return Standard_False;
1631 /////////////////////////////////////////////////////////////////////////////
1632 // Write top-level BVH buffers
1634 const NCollection_Handle<BVH_Tree<Standard_ShortReal, 4> >& aBVH = myRaytraceGeometry.BVH();
1636 bool aResult = true;
1637 if (!aBVH->NodeInfoBuffer().empty())
1639 aResult &= mySceneNodeInfoTexture->Init (myGlContext, 4, GLsizei (aBVH->NodeInfoBuffer().size()),
1640 reinterpret_cast<const GLuint*> (&aBVH->NodeInfoBuffer().front()));
1641 aResult &= mySceneMinPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MinPointBuffer().size()),
1642 reinterpret_cast<const GLfloat*> (&aBVH->MinPointBuffer().front()));
1643 aResult &= mySceneMaxPointTexture->Init (myGlContext, 4, GLsizei (aBVH->MaxPointBuffer().size()),
1644 reinterpret_cast<const GLfloat*> (&aBVH->MaxPointBuffer().front()));
1648 #ifdef RAY_TRACE_PRINT_INFO
1649 std::cout << "Error: Failed to upload buffers for high-level scene BVH" << std::endl;
1651 return Standard_False;
1654 /////////////////////////////////////////////////////////////////////////////
1655 // Write transform buffer
1657 BVH_Mat4f* aNodeTransforms = new BVH_Mat4f[myRaytraceGeometry.Size()];
1658 BVH_Mat4f anIdentity;
1660 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1662 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1663 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1665 const BVH_Transform<Standard_ShortReal, 4>* aTransform =
1666 dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (aTriangleSet->Properties().operator->());
1668 Standard_ASSERT_RETURN (aTransform != NULL,
1669 "OpenGl_TriangleSet does not contain transform", Standard_False);
1671 aNodeTransforms[anElemIndex] = aTransform->Inversed();
1675 aResult &= mySceneTransformTexture->Init (myGlContext, 4,
1676 myRaytraceGeometry.Size() * 4, reinterpret_cast<const GLfloat*> (aNodeTransforms));
1678 delete[] aNodeTransforms;
1680 /////////////////////////////////////////////////////////////////////////////
1681 // Write geometry and bottom-level BVH buffers
1683 Standard_Size aTotalVerticesNb = 0;
1684 Standard_Size aTotalElementsNb = 0;
1685 Standard_Size aTotalBVHNodesNb = 0;
1687 for (Standard_Integer anElemIndex = 0; anElemIndex < myRaytraceGeometry.Size(); ++anElemIndex)
1689 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1690 myRaytraceGeometry.Objects().ChangeValue (anElemIndex).operator->());
1692 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1693 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1695 aTotalVerticesNb += aTriangleSet->Vertices.size();
1696 aTotalElementsNb += aTriangleSet->Elements.size();
1698 Standard_ASSERT_RETURN (!aTriangleSet->BVH().IsNull(),
1699 "Error: Failed to get bottom-level BVH of OpenGL element", Standard_False);
1701 aTotalBVHNodesNb += aTriangleSet->BVH()->NodeInfoBuffer().size();
1704 if (aTotalBVHNodesNb != 0)
1706 aResult &= myObjectNodeInfoTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLuint*> (NULL));
1707 aResult &= myObjectMinPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1708 aResult &= myObjectMaxPointTexture->Init (myGlContext, 4, GLsizei (aTotalBVHNodesNb), static_cast<const GLfloat*> (NULL));
1713 #ifdef RAY_TRACE_PRINT_INFO
1714 std::cout << "Error: Failed to upload buffers for bottom-level scene BVH" << std::endl;
1716 return Standard_False;
1719 if (aTotalElementsNb != 0)
1721 aResult &= myGeometryTriangTexture->Init (myGlContext, 4, GLsizei (aTotalElementsNb), static_cast<const GLuint*> (NULL));
1724 if (aTotalVerticesNb != 0)
1726 aResult &= myGeometryVertexTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1727 aResult &= myGeometryNormalTexture->Init (myGlContext, 4, GLsizei (aTotalVerticesNb), static_cast<const GLfloat*> (NULL));
1732 #ifdef RAY_TRACE_PRINT_INFO
1733 std::cout << "Error: Failed to upload buffers for scene geometry" << std::endl;
1735 return Standard_False;
1738 for (Standard_Integer aNodeIdx = 0; aNodeIdx < aBVH->Length(); ++aNodeIdx)
1740 if (!aBVH->IsOuter (aNodeIdx))
1743 OpenGl_TriangleSet* aTriangleSet = myRaytraceGeometry.TriangleSet (aNodeIdx);
1745 Standard_ASSERT_RETURN (aTriangleSet != NULL,
1746 "Error: Failed to get triangulation of OpenGL element", Standard_False);
1748 const Standard_Integer aBVHOffset = myRaytraceGeometry.AccelerationOffset (aNodeIdx);
1750 Standard_ASSERT_RETURN (aBVHOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1751 "Error: Failed to get offset for bottom-level BVH", Standard_False);
1753 const size_t aBVHBuffserSize = aTriangleSet->BVH()->NodeInfoBuffer().size();
1755 if (aBVHBuffserSize != 0)
1757 aResult &= myObjectNodeInfoTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1758 reinterpret_cast<const GLuint*> (&aTriangleSet->BVH()->NodeInfoBuffer().front()));
1759 aResult &= myObjectMinPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1760 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MinPointBuffer().front()));
1761 aResult &= myObjectMaxPointTexture->SubData (myGlContext, aBVHOffset, GLsizei (aBVHBuffserSize),
1762 reinterpret_cast<const GLfloat*> (&aTriangleSet->BVH()->MaxPointBuffer().front()));
1765 #ifdef RAY_TRACE_PRINT_INFO
1766 std::cout << "Error: Failed to upload buffers for bottom-level scene BVHs" << std::endl;
1768 return Standard_False;
1772 const Standard_Integer aVerticesOffset = myRaytraceGeometry.VerticesOffset (aNodeIdx);
1774 Standard_ASSERT_RETURN (aVerticesOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1775 "Error: Failed to get offset for triangulation vertices of OpenGL element", Standard_False);
1777 if (!aTriangleSet->Vertices.empty())
1779 aResult &= myGeometryNormalTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Normals.size()),
1780 reinterpret_cast<const GLfloat*> (&aTriangleSet->Normals.front()));
1781 aResult &= myGeometryVertexTexture->SubData (myGlContext, aVerticesOffset, GLsizei (aTriangleSet->Vertices.size()),
1782 reinterpret_cast<const GLfloat*> (&aTriangleSet->Vertices.front()));
1785 const Standard_Integer anElementsOffset = myRaytraceGeometry.ElementsOffset (aNodeIdx);
1787 Standard_ASSERT_RETURN (anElementsOffset != OpenGl_RaytraceGeometry::INVALID_OFFSET,
1788 "Error: Failed to get offset for triangulation elements of OpenGL element", Standard_False);
1790 if (!aTriangleSet->Elements.empty())
1792 aResult &= myGeometryTriangTexture->SubData (myGlContext, anElementsOffset, GLsizei (aTriangleSet->Elements.size()),
1793 reinterpret_cast<const GLuint*> (&aTriangleSet->Elements.front()));
1798 #ifdef RAY_TRACE_PRINT_INFO
1799 std::cout << "Error: Failed to upload triangulation buffers for OpenGL element" << std::endl;
1801 return Standard_False;
1805 if (myRaytraceGeometry.Materials.size() != 0)
1807 const GLfloat* aDataPtr = myRaytraceGeometry.Materials.front().Packed();
1808 aResult &= myRaytraceMaterialTexture->Init (myGlContext, 4, GLsizei (myRaytraceGeometry.Materials.size() * 7), aDataPtr);
1811 #ifdef RAY_TRACE_PRINT_INFO
1812 std::cout << "Error: Failed to upload material buffer" << std::endl;
1814 return Standard_False;
1818 myIsRaytraceDataValid = myRaytraceGeometry.Objects().Size() != 0;
1820 #ifdef RAY_TRACE_PRINT_INFO
1822 Standard_ShortReal aMemUsed = 0.f;
1824 for (Standard_Integer anElemIdx = 0; anElemIdx < myRaytraceGeometry.Size(); ++anElemIdx)
1826 OpenGl_TriangleSet* aTriangleSet = dynamic_cast<OpenGl_TriangleSet*> (
1827 myRaytraceGeometry.Objects().ChangeValue (anElemIdx).operator->());
1829 aMemUsed += static_cast<Standard_ShortReal> (
1830 aTriangleSet->Vertices.size() * sizeof (BVH_Vec4f));
1831 aMemUsed += static_cast<Standard_ShortReal> (
1832 aTriangleSet->Normals.size() * sizeof (BVH_Vec4f));
1833 aMemUsed += static_cast<Standard_ShortReal> (
1834 aTriangleSet->Elements.size() * sizeof (BVH_Vec4i));
1836 aMemUsed += static_cast<Standard_ShortReal> (
1837 aTriangleSet->BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1838 aMemUsed += static_cast<Standard_ShortReal> (
1839 aTriangleSet->BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1840 aMemUsed += static_cast<Standard_ShortReal> (
1841 aTriangleSet->BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1844 aMemUsed += static_cast<Standard_ShortReal> (
1845 myRaytraceGeometry.BVH()->NodeInfoBuffer().size() * sizeof (BVH_Vec4i));
1846 aMemUsed += static_cast<Standard_ShortReal> (
1847 myRaytraceGeometry.BVH()->MinPointBuffer().size() * sizeof (BVH_Vec4f));
1848 aMemUsed += static_cast<Standard_ShortReal> (
1849 myRaytraceGeometry.BVH()->MaxPointBuffer().size() * sizeof (BVH_Vec4f));
1851 std::cout << "GPU Memory Used (MB): ~" << aMemUsed / 1048576 << std::endl;
1858 // =======================================================================
1859 // function : ResizeRaytraceBuffers
1860 // purpose : Resizes OpenGL frame buffers
1861 // =======================================================================
1862 Standard_Boolean OpenGl_Workspace::ResizeRaytraceBuffers (const Standard_Integer theSizeX,
1863 const Standard_Integer theSizeY)
1865 if (myRaytraceFBO1->GetVPSizeX() != theSizeX
1866 || myRaytraceFBO1->GetVPSizeY() != theSizeY)
1868 myRaytraceFBO1->Init (myGlContext, theSizeX, theSizeY);
1869 myRaytraceFBO2->Init (myGlContext, theSizeX, theSizeY);
1872 return Standard_True;
1875 // =======================================================================
1876 // function : UpdateCamera
1877 // purpose : Generates viewing rays for corners of screen quad
1878 // =======================================================================
1879 void OpenGl_Workspace::UpdateCamera (const NCollection_Mat4<GLdouble>& theOrientation,
1880 const NCollection_Mat4<GLdouble>& theViewMapping,
1881 OpenGl_Vec3 theOrigins[4],
1882 OpenGl_Vec3 theDirects[4],
1883 NCollection_Mat4<GLdouble>& theInvModelProj)
1885 // compute inverse model-view-projection matrix
1886 (theViewMapping * theOrientation).Inverted (theInvModelProj);
1888 Standard_Integer aOriginIndex = 0;
1889 Standard_Integer aDirectIndex = 0;
1891 for (Standard_Integer aY = -1; aY <= 1; aY += 2)
1893 for (Standard_Integer aX = -1; aX <= 1; aX += 2)
1895 OpenGl_Vec4d aOrigin (GLdouble(aX),
1900 aOrigin = theInvModelProj * aOrigin;
1902 aOrigin.x() = aOrigin.x() / aOrigin.w();
1903 aOrigin.y() = aOrigin.y() / aOrigin.w();
1904 aOrigin.z() = aOrigin.z() / aOrigin.w();
1906 OpenGl_Vec4d aDirect (GLdouble(aX),
1911 aDirect = theInvModelProj * aDirect;
1913 aDirect.x() = aDirect.x() / aDirect.w();
1914 aDirect.y() = aDirect.y() / aDirect.w();
1915 aDirect.z() = aDirect.z() / aDirect.w();
1917 aDirect = aDirect - aOrigin;
1919 GLdouble aInvLen = 1.0 / sqrt (aDirect.x() * aDirect.x() +
1920 aDirect.y() * aDirect.y() +
1921 aDirect.z() * aDirect.z());
1923 theOrigins[aOriginIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aOrigin.x()),
1924 static_cast<GLfloat> (aOrigin.y()),
1925 static_cast<GLfloat> (aOrigin.z()));
1927 theDirects[aDirectIndex++] = OpenGl_Vec3 (static_cast<GLfloat> (aDirect.x() * aInvLen),
1928 static_cast<GLfloat> (aDirect.y() * aInvLen),
1929 static_cast<GLfloat> (aDirect.z() * aInvLen));
1934 // =======================================================================
1935 // function : RunRaytraceShaders
1936 // purpose : Runs ray-tracing shader programs
1937 // =======================================================================
1938 Standard_Boolean OpenGl_Workspace::RunRaytraceShaders (const Graphic3d_CView& theCView,
1939 const Standard_Integer theSizeX,
1940 const Standard_Integer theSizeY,
1941 const OpenGl_Vec3 theOrigins[4],
1942 const OpenGl_Vec3 theDirects[4],
1943 const OpenGl_Matrix& theInvModelProj,
1944 OpenGl_FrameBuffer* theFrameBuffer)
1946 mySceneMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
1947 mySceneMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
1948 mySceneNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
1949 myObjectMinPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
1950 myObjectMaxPointTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
1951 myObjectNodeInfoTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
1952 myGeometryVertexTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
1953 myGeometryNormalTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
1954 myGeometryTriangTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
1955 mySceneTransformTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
1956 myRaytraceMaterialTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
1957 myRaytraceLightSrcTexture->BindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
1959 myOpenGlFBO->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
1960 myOpenGlFBO->DepthStencilTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
1962 if (theCView.RenderParams.IsAntialiasingEnabled) // render source image to FBO
1964 myRaytraceFBO1->BindBuffer (myGlContext);
1966 glDisable (GL_BLEND);
1969 myGlContext->BindProgram (myRaytraceProgram);
1971 Standard_Integer aLightSourceBufferSize =
1972 static_cast<Standard_Integer> (myRaytraceGeometry.Sources.size());
1974 myRaytraceProgram->SetUniform (myGlContext,
1975 myUniformLocations[0][OpenGl_RT_uOriginLB], theOrigins[0]);
1976 myRaytraceProgram->SetUniform (myGlContext,
1977 myUniformLocations[0][OpenGl_RT_uOriginRB], theOrigins[1]);
1978 myRaytraceProgram->SetUniform (myGlContext,
1979 myUniformLocations[0][OpenGl_RT_uOriginLT], theOrigins[2]);
1980 myRaytraceProgram->SetUniform (myGlContext,
1981 myUniformLocations[0][OpenGl_RT_uOriginRT], theOrigins[3]);
1982 myRaytraceProgram->SetUniform (myGlContext,
1983 myUniformLocations[0][OpenGl_RT_uDirectLB], theDirects[0]);
1984 myRaytraceProgram->SetUniform (myGlContext,
1985 myUniformLocations[0][OpenGl_RT_uDirectRB], theDirects[1]);
1986 myRaytraceProgram->SetUniform (myGlContext,
1987 myUniformLocations[0][OpenGl_RT_uDirectLT], theDirects[2]);
1988 myRaytraceProgram->SetUniform (myGlContext,
1989 myUniformLocations[0][OpenGl_RT_uDirectRT], theDirects[3]);
1990 myRaytraceProgram->SetUniform (myGlContext,
1991 myUniformLocations[0][OpenGl_RT_uInvModelProj], theInvModelProj);
1992 myRaytraceProgram->SetUniform (myGlContext,
1993 myUniformLocations[0][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
1994 myRaytraceProgram->SetUniform (myGlContext,
1995 myUniformLocations[0][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
1996 myRaytraceProgram->SetUniform (myGlContext,
1997 myUniformLocations[0][OpenGl_RT_uLightCount], aLightSourceBufferSize);
1998 myRaytraceProgram->SetUniform (myGlContext,
1999 myUniformLocations[0][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2000 myRaytraceProgram->SetUniform (myGlContext,
2001 myUniformLocations[0][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
2002 myRaytraceProgram->SetUniform (myGlContext,
2003 myUniformLocations[0][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
2005 myGlContext->core20fwd->glEnableVertexAttribArray (Graphic3d_TOA_POS);
2007 myGlContext->core20fwd->glVertexAttribPointer (Graphic3d_TOA_POS, 3, GL_FLOAT, GL_FALSE, 0, NULL);
2008 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2010 myGlContext->core20fwd->glDisableVertexAttribArray (Graphic3d_TOA_POS);
2012 if (!theCView.RenderParams.IsAntialiasingEnabled)
2014 myGlContext->BindProgram (NULL);
2016 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2017 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2018 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2019 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2020 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2021 myObjectMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
2022 myObjectMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
2023 myObjectNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
2024 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2025 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2026 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2027 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2028 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2029 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2031 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2033 return Standard_True;
2036 myRaytraceFBO1->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2038 myGlContext->BindProgram (myPostFSAAProgram);
2040 myPostFSAAProgram->SetUniform (myGlContext,
2041 myUniformLocations[1][OpenGl_RT_uOriginLB], theOrigins[0]);
2042 myPostFSAAProgram->SetUniform (myGlContext,
2043 myUniformLocations[1][OpenGl_RT_uOriginRB], theOrigins[1]);
2044 myPostFSAAProgram->SetUniform (myGlContext,
2045 myUniformLocations[1][OpenGl_RT_uOriginLT], theOrigins[2]);
2046 myPostFSAAProgram->SetUniform (myGlContext,
2047 myUniformLocations[1][OpenGl_RT_uOriginRT], theOrigins[3]);
2048 myPostFSAAProgram->SetUniform (myGlContext,
2049 myUniformLocations[1][OpenGl_RT_uDirectLB], theDirects[0]);
2050 myPostFSAAProgram->SetUniform (myGlContext,
2051 myUniformLocations[1][OpenGl_RT_uDirectRB], theDirects[1]);
2052 myPostFSAAProgram->SetUniform (myGlContext,
2053 myUniformLocations[1][OpenGl_RT_uDirectLT], theDirects[2]);
2054 myPostFSAAProgram->SetUniform (myGlContext,
2055 myUniformLocations[1][OpenGl_RT_uDirectRT], theDirects[3]);
2056 myRaytraceProgram->SetUniform (myGlContext,
2057 myUniformLocations[1][OpenGl_RT_uInvModelProj], theInvModelProj);
2058 myPostFSAAProgram->SetUniform (myGlContext,
2059 myUniformLocations[1][OpenGl_RT_uSceneRad], myRaytraceSceneRadius);
2060 myPostFSAAProgram->SetUniform (myGlContext,
2061 myUniformLocations[1][OpenGl_RT_uSceneEps], myRaytraceSceneEpsilon);
2062 myPostFSAAProgram->SetUniform (myGlContext,
2063 myUniformLocations[1][OpenGl_RT_uLightCount], aLightSourceBufferSize);
2064 myPostFSAAProgram->SetUniform (myGlContext,
2065 myUniformLocations[1][OpenGl_RT_uLightAmbnt], myRaytraceGeometry.Ambient);
2066 myPostFSAAProgram->SetUniform (myGlContext,
2067 myUniformLocations[1][OpenGl_RT_uShadEnabled], theCView.RenderParams.IsShadowEnabled ? 1 : 0);
2068 myPostFSAAProgram->SetUniform (myGlContext,
2069 myUniformLocations[1][OpenGl_RT_uReflEnabled], theCView.RenderParams.IsReflectionEnabled ? 1 : 0);
2071 const Standard_ShortReal aMaxOffset = 0.559017f;
2072 const Standard_ShortReal aMinOffset = 0.186339f;
2074 myGlContext->core20fwd->glEnableVertexAttribArray (Graphic3d_TOA_POS);
2075 myGlContext->core20fwd->glVertexAttribPointer (Graphic3d_TOA_POS, 3, GL_FLOAT, GL_FALSE, 0, NULL);
2077 // Perform multi-pass adaptive FSAA using ping-pong technique
2078 // rotated grid AA always uses 4 samples
2079 for (Standard_Integer anIt = 0; anIt < 4; ++anIt)
2081 GLfloat aOffsetX = 1.f / theSizeX;
2082 GLfloat aOffsetY = 1.f / theSizeY;
2086 aOffsetX *= anIt < 1 ? aMinOffset : -aMaxOffset;
2087 aOffsetY *= anIt < 1 ? aMaxOffset : aMinOffset;
2091 aOffsetX *= anIt > 2 ? aMaxOffset : -aMinOffset;
2092 aOffsetY *= anIt > 2 ? -aMinOffset : -aMaxOffset;
2095 myPostFSAAProgram->SetUniform (myGlContext,
2096 myUniformLocations[1][OpenGl_RT_uSamples], anIt + 2);
2097 myPostFSAAProgram->SetUniform (myGlContext,
2098 myUniformLocations[1][OpenGl_RT_uOffsetX], aOffsetX);
2099 myPostFSAAProgram->SetUniform (myGlContext,
2100 myUniformLocations[1][OpenGl_RT_uOffsetY], aOffsetY);
2102 Handle(OpenGl_FrameBuffer)& aFramebuffer = anIt % 2 ? myRaytraceFBO1 : myRaytraceFBO2;
2104 if (anIt == 3) // disable FBO on last iteration
2106 glEnable (GL_BLEND);
2108 if (theFrameBuffer != NULL)
2109 theFrameBuffer->BindBuffer (myGlContext);
2113 aFramebuffer->BindBuffer (myGlContext);
2116 myGlContext->core15fwd->glDrawArrays (GL_TRIANGLES, 0, 6);
2118 if (anIt != 3) // set input for the next pass
2120 aFramebuffer->ColorTexture()->Bind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2121 aFramebuffer->UnbindBuffer (myGlContext);
2125 myGlContext->core20fwd->glDisableVertexAttribArray (Graphic3d_TOA_POS);
2127 myGlContext->BindProgram (NULL);
2128 myRaytraceFBO1->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_FSAAInputTexture);
2129 myOpenGlFBO->ColorTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlColorTexture);
2130 myOpenGlFBO->DepthStencilTexture()->Unbind (myGlContext, GL_TEXTURE0 + OpenGl_RT_OpenGlDepthTexture);
2131 mySceneMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMinPointTexture);
2132 mySceneMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneMaxPointTexture);
2133 mySceneNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneNodeInfoTexture);
2134 myObjectMinPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMinPointTexture);
2135 myObjectMaxPointTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectMaxPointTexture);
2136 myObjectNodeInfoTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_ObjectNodeInfoTexture);
2137 myGeometryVertexTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryVertexTexture);
2138 myGeometryNormalTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryNormalTexture);
2139 myGeometryTriangTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_GeometryTriangTexture);
2140 myRaytraceMaterialTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceMaterialTexture);
2141 myRaytraceLightSrcTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_RaytraceLightSrcTexture);
2142 mySceneTransformTexture->UnbindTexture (myGlContext, GL_TEXTURE0 + OpenGl_RT_SceneTransformTexture);
2144 myGlContext->core15fwd->glActiveTexture (GL_TEXTURE0);
2146 return Standard_True;
2149 // =======================================================================
2150 // function : Raytrace
2151 // purpose : Redraws the window using OpenGL/GLSL ray-tracing
2152 // =======================================================================
2153 Standard_Boolean OpenGl_Workspace::Raytrace (const Graphic3d_CView& theCView,
2154 const Standard_Integer theSizeX,
2155 const Standard_Integer theSizeY,
2156 const Standard_Boolean theToSwap,
2157 const Aspect_CLayer2d& theCOverLayer,
2158 const Aspect_CLayer2d& theCUnderLayer,
2159 OpenGl_FrameBuffer* theFrameBuffer)
2161 if (!InitRaytraceResources (theCView))
2162 return Standard_False;
2164 if (!ResizeRaytraceBuffers (theSizeX, theSizeY))
2165 return Standard_False;
2167 if (!UpdateRaytraceEnvironmentMap())
2168 return Standard_False;
2170 // Get model-view and projection matrices
2171 TColStd_Array2OfReal theOrientation (0, 3, 0, 3);
2172 TColStd_Array2OfReal theViewMapping (0, 3, 0, 3);
2174 myView->GetMatrices (theOrientation, theViewMapping);
2176 NCollection_Mat4<GLdouble> aOrientationMatrix;
2177 NCollection_Mat4<GLdouble> aViewMappingMatrix;
2179 for (Standard_Integer j = 0; j < 4; ++j)
2181 for (Standard_Integer i = 0; i < 4; ++i)
2183 aOrientationMatrix [4 * j + i] = theOrientation (i, j);
2184 aViewMappingMatrix [4 * j + i] = theViewMapping (i, j);
2188 NCollection_Mat4<GLdouble> aInvOrientationMatrix;
2189 aOrientationMatrix.Inverted (aInvOrientationMatrix);
2191 if (!UpdateRaytraceLightSources (aInvOrientationMatrix))
2192 return Standard_False;
2194 OpenGl_Vec3 aOrigins[4];
2195 OpenGl_Vec3 aDirects[4];
2196 NCollection_Mat4<GLdouble> anInvModelProj;
2198 UpdateCamera (aOrientationMatrix,
2204 OpenGl_Matrix anInvModelProjMatrix;
2205 for (Standard_Integer j = 0; j < 4; ++j)
2207 for (Standard_Integer i = 0; i < 4; ++i)
2209 anInvModelProjMatrix.mat[j][i] = static_cast<GLfloat>(anInvModelProj.GetValue(i,j));
2213 Standard_Boolean wasBlendingEnabled = glIsEnabled (GL_BLEND);
2214 Standard_Boolean wasDepthTestEnabled = glIsEnabled (GL_DEPTH_TEST);
2216 glDisable (GL_DEPTH_TEST);
2218 if (theFrameBuffer != NULL)
2220 theFrameBuffer->BindBuffer (myGlContext);
2223 if (NamedStatus & OPENGL_NS_WHITEBACK)
2225 glClearColor (1.0f, 1.0f, 1.0f, 1.0f);
2229 glClearColor (myBgColor.rgb[0],
2235 glClear (GL_COLOR_BUFFER_BIT);
2237 myView->DrawBackground (*this);
2239 myView->RedrawLayer2d (myPrintContext, theCView, theCUnderLayer);
2241 #if !defined(GL_ES_VERSION_2_0)
2242 // Generate ray-traced image
2243 glMatrixMode (GL_PROJECTION);
2247 glMatrixMode (GL_MODELVIEW);
2252 glEnable (GL_BLEND);
2253 glBlendFunc (GL_ONE, GL_SRC_ALPHA);
2255 if (myIsRaytraceDataValid)
2257 myRaytraceScreenQuad.Bind (myGlContext);
2259 RunRaytraceShaders (theCView,
2264 anInvModelProjMatrix,
2267 myRaytraceScreenQuad.Unbind (myGlContext);
2270 if (!wasBlendingEnabled)
2271 glDisable (GL_BLEND);
2273 if (wasDepthTestEnabled)
2274 glEnable (GL_DEPTH_TEST);
2276 #if !defined(GL_ES_VERSION_2_0)
2277 glMatrixMode (GL_PROJECTION);
2279 glMatrixMode (GL_MODELVIEW);
2284 myView->RedrawTrihedron (this);
2287 const int aMode = 0;
2288 DisplayCallback (theCView, (aMode | OCC_PRE_OVERLAY));
2289 myView->RedrawLayer2d (myPrintContext, theCView, theCOverLayer);
2290 DisplayCallback (theCView, aMode);
2295 GetGlContext()->SwapBuffers();
2296 myBackBufferRestored = Standard_False;
2303 return Standard_True;
2306 IMPLEMENT_STANDARD_HANDLE(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2307 IMPLEMENT_STANDARD_RTTIEXT(OpenGl_RaytraceFilter, OpenGl_RenderFilter)
2309 // =======================================================================
2310 // function : CanRender
2312 // =======================================================================
2313 Standard_Boolean OpenGl_RaytraceFilter::CanRender (const OpenGl_Element* theElement)
2315 Standard_Boolean aPrevFilterResult = Standard_True;
2316 if (!myPrevRenderFilter.IsNull())
2318 aPrevFilterResult = myPrevRenderFilter->CanRender(theElement);
2320 return aPrevFilterResult &&
2321 !OpenGl_Raytrace::IsRaytracedElement (theElement);